Game Maker Studio, Importing games - import

Is it possible to import a game maker game into game maker studio? Because I want to edit the older verison of the game, that i have saved as an application?!
example: if I have a game that I created an application so I could share it with friends, how do I do it. the current game that I want to import has the file type .exe ive been changing it to .gmx , .gmz , .gmd . and then a weird error message shows up then when im going to edit my game theirs nothing?! please HELP

Unless you have the actual project file (which would have an extension like, for example, .gmx, .gmz, .gm7, .gm8, .gm81, etc.) you cannot do this. The .exe file extension is for applications, which means that GameMaker already compiled it into a an application.

There used to be an old program called Gamemaker Decompiler.
As far as I know, it can be found here: http://gamemakerblog.com/2011/06/14/gamemaker-8-1-decompiler-released/
It should be able to decompile anything that is not encrypted by GM:S and should give you a .gmx, .gmz, .gm7, .gm8 or .gm81 project which you should be able to import directly into GameMaker: Studio.

Even if its only a exe from a older game maker version you can export it to game maker studio.
if it is a exe you need first to decompile it using the decompiling tool for older version of game maker.
Here you can found it
I was able to recover all my old working versions and transform then to game maker studio
So now you just need to open Game Maker Studio and in the Import TAG you this form will show you all the options to importing your games.

Related

Is there a VS Code extension that can read/understand/compile GameSalad projects (gsproj)?

A few years ago, I created a simple mobile game using a simple but limited game creating platform called GameSalad. I was able to export the game with a key and everything and was able to install it on my own phone to try it, however it needed a MAC computer to do so (even though I edited my entire game using the PC version of their program).
Now I don't have access to a MAC computer anymore, and I don't have the APK anymore. However I have the folders of all the different versions of my game on my PC.
I was wondering if there'd be a way to open the project and compile it as an APK for android using either VS Code or Visual Studio ?
I believe GameSalad was using LUA as a langage. I tried searching for GSPROJ, GameSalad and all combination I could thinkl of in order to find an extension, but didn't find any. Maybe there's a way that I missed ?
While opening my folder in VS Code, the arborescence looks like this :
Screenshot
Most files are in .xml , the mainfile (with extension .gsproj) seems empty, and most other scripts/code parts are in a format/extension called ".behavior" and they also seem emtpy.
Any ideas or tips on how I could proceed ?
Thank you !
The GameSalad engine that interprets GameSalad's game project files is proprietary so there would be no easy way to compile from VSCode.
The GameSalad Viewer App should work with the current versions of GameSalad for Windows and GameSalad Creator 2 (the web version).

Unity - Uploading and downloading files in a game using a GUI

Is it possible in Unity to upload and download files while in a game? I want to make a minecraft-style building game and allow the user to import and use their own models (.obj files, etc), while in the game. I've been using Playfab for a backend and Photon for online cabilities, but as far as I can tell it will only work with image files (in Playfab). Is there a way to accomplish this and what would I need to use?
Yes, the way to go is to use Asset Bundles
Asset Bundles are platform specific assets that you create in Unity, but that you don't put in your build. Instead you can download them later, just as you want.
The process is a bit long, but not that difficult. The unity manual is actually really good and it should be easy to follow. Here is the link:
Asset Bundles documentation

How to integrate Stockfish engine to Unity 5?

I want to write an Android chess game with Stockfish engine. When I extract the folder that I downloaded I get two files named stockfish-8-arm-v8a and stockfish-armeabi-v7a but I have no clue how to use them. Any ideas?
Oh and i want to write my game using Unity.

Xcode hook up with Unity

Hi i am new bee in Unity but i have 1 year experience in Xcode, I am doing an app in Unity for iPhone but getting bit confuse on how can i hook-up Xcode with Unity, I want to Facebook sharing, Twitter Sharing and also iOS native Email sharing(Using Mail Composer) in Unity but i don't get any help ful solution to do task in Unity, I only get Plugins which i need to Purchase first. So i want to do this task in Xcode it reduce and time and money and rest of work on Unity so is this possible that we can Communicate between Xcode and Unity? If Possible then kindly share some knowledge and links with me so that i can do this task ASAP.
Thanks in Advance.
You can start write your own plugin to complete the communication between Unity3D and iOS.
From iOS to Unity, You can just use UnitySendMessage, which is enough in most of time. You can also try to use a event and delegate in Unity Script to handle more complex situation.
From Unity to iOS, you need to implement plugin yourself. First of all, use a .cs file to declare the external method. And then implement the native code in a .mm file in Xcode and "extern C" them to the Unity. Then you can call the .cs method and get a native function called. You need a Unity Pro license to use the plugin feature.
For UnitySendMessage and Unity plugin, visit Unity Doc-Building Plugins for iOS. You can find an example in the doc called Bonjour Browser Sample. It is a very good starting point for you. If you have 1 year experience with Xcode, I think it will be easy for you.
For use delegate and event in Unity, visit Prime31's Unity Tip video.
Check out Niklas's free unity iOS plugin.
http://forum.unity3d.com/threads/122681-Free-facebook-Plugin-for-Unity-iOS
It doesn't work out of the box anymore, but with a few changes and updates you can get it working.
If you already have xCode experience then hopefully the extra work should be trivial since the Facebook SDK docs are pretty good.

Mixing Unity generated code with Objective-C in iOS?

Is it possible to mix iOS code and interface elements with Unity generated iOS code?
For example if I am working with a game developer who is developing a game in Unity, could I take his xCode project (generated by Unity), and add interface elements which I code myself using Objective-C & Interface Builder etc?
From what I can see this isn't possible as everything is created via Unity.... but hopefully I am wrong...
Thanks!
You can even use 3rd party libraries in XCode and integrate them in the build process. After fiddling around with the right settings I wrote a blog entry about this:
iPhone & Unity3D: Integrating 3rd Party Static Libraries in Unity3D Generated XCode Projects
You should be able to generate Native plug ins to interact with the Unity code. You would need to write a wrapper though. Read more at: http://unity3d.com/support/documentation/Manual/Plugins.html
Read the part at iOS :)
I came across this general guide to working with Unity native plugins in OSX which was useful and is probably where you need to be looking for your answer, as Zophiel said
https://blog.reigndesign.com/blog/unity-native-plugins-os-x
You can just design a view and button to trigger the unity to run or stop, but models in unity can't be controlled using Obj-C, although unity has import to Xcode, it only import the start code, game scripts depending on the link libraries which couldn't be modified.
I think you can do it as the same way I probably has been working with Objective-C without any changes. For Unity's code generator preserves the native codes under Classes.
And furthermore there is an another way to do this which is called "Plug-in".
But I hope the developers in Unity find a better way seamlessly combined with Xcode as staffs in Apple usually does.
Combining IB and Unity's integrated editor would be better and more welcomed in future.
Possible yes. Advisable for beginner or intermediate level Devs? Probably not. The Unity project is generated and regenerated every time you push a build. Now I believe that if you use Append when you do builds that it should keep existing changes to the Xcode project... but 'should' is the operative word there. You may need to implement some sort of build system like Jeeves to keep the headaches to a minimum if you are trying to do this on a large project in which you for see a constant stream of updates from both the Unity side and the Xcode side.
Now if you're integrating code that is in it's own files and doesn't overlap or rewrite the code Unity has generated, then the Append feature is really going to work for you, but if you're deleting, altering, or adding code to any of the files that Unity generated then definitely use SVN or some other form of source control and snap shot before and after every new Unity recompile / Xcode generation.
Also, take a look in the Unity Asset store. Whatever functionality you are trying to home brew in Xcode can definitely be written in C# on Unity. Someone else may have already conquered the problem you're trying to solve and placed it in the asset store for $5.
Hope that helps.